It really looks like it's working! the path refactoring algorithm runs
fairly fast (and now correctly, due to an off-by-one error cause from
setting the current space as the last in a list, THEN shorting the list
(should have been other way around(lolparenthsis))). \
	ANYWAY I also added the functionality s.t. when the unit has gone
halfway down the path, it starts to decrease the movement instead of
adding to it; this is so units will move in the right direction on
especially clogged up paths (and not end up going backwards as a
result). using this indirect space checking algorithm, retreating, city
finding, and advancing are now all possible! YAY!!